/Engine/Source/Runtime/Engine/Classes/Engine/TextureRenderTarget2D.h
2D render target texture resource. This can be used as a target for rendering as well as rendered as a regular 2D texture resource.
class UTextureRenderTarget2D : public [UTextureRenderTarget](API\Runtime\Engine\Engine\UTextureRenderTarget)
TEnumAsByte< en...
AddressX
The addressing mode to use for the X axis.
TEnumAsByte< en...
AddressY
The addressing mode to use for the Y axis.
uint8:  1
bAutoGenerateMips
Whether to support Mip maps for this render target texture
uint8: 1
bForceLinearGamma
True to force linear gamma space for this render target
uint8:  1
bGPUSharedFlag
Whether to support GPU sharing of the underlying native texture resource.
FLinearColor
ClearColor
The color the texture is cleared to
TEnumAsByte< en...
MipsAddressU
AutoGenerateMips sampler address mode for U channel. Defaults to clamp.
TEnumAsByte< en...
MipsAddressV
AutoGenerateMips sampler address mode for V channel. Defaults to clamp.
TEnumAsByte< en...
MipsSamplerFilter
Sampler filter type for AutoGenerateMips. Defaults to match texture filter.
TEnumAsByte< en...
OverrideFormat
Normally the format is derived from RenderTargetFormat, this allows code to set the format explicitly.
TEnumAsByte< ET...
RenderTargetFormat
Format of the texture render target.
int32
SizeX
The width of the texture.
int32
SizeY
The height of the texture.